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qRRT: Quality-Biased Incremental RRT for Optimal Motion Planning in Non-Holonomic Systems

arXiv.org Artificial Intelligence

This paper presents a sampling-based method for optimal motion planning in non-holonomic systems in the absence of known cost functions. It uses the principle of learning through experience to deduce the cost-to-go of regions within the workspace. This cost information is used to bias an incremental graph-based search algorithm that produces solution trajectories. Iterative improvement of cost information and search biasing produces solutions that are proven to be asymptotically optimal. The proposed framework builds on incremental Rapidly-exploring Random Trees (RRT) for random sampling-based search and Reinforcement Learning (RL) to learn workspace costs. A series of experiments were performed to evaluate and demonstrate the performance of the proposed method.


SDP Achieves Exact Minimax Optimality in Phase Synchronization

arXiv.org Machine Learning

We study the phase synchronization problem with noisy measurements $Y=z^*z^{*H}+\sigma W\in\mathbb{C}^{n\times n}$, where $z^*$ is an $n$-dimensional complex unit-modulus vector and $W$ is a complex-valued Gaussian random matrix. It is assumed that each entry $Y_{jk}$ is observed with probability $p$. We prove that an SDP relaxation of the MLE achieves the error bound $(1+o(1))\frac{\sigma^2}{2np}$ under a normalized squared $\ell_2$ loss. This result matches the minimax lower bound of the problem, and even the leading constant is sharp. The analysis of the SDP is based on an equivalent non-convex programming whose solution can be characterized as a fixed point of the generalized power iteration lifted to a higher dimensional space. This viewpoint unifies the proofs of the statistical optimality of three different methods: MLE, SDP, and generalized power method. The technique is also applied to the analysis of the SDP for $\mathbb{Z}_2$ synchronization, and we achieve the minimax optimal error $\exp\left(-(1-o(1))\frac{np}{2\sigma^2}\right)$ with a sharp constant in the exponent.


AutoDropout: Learning Dropout Patterns to Regularize Deep Networks

arXiv.org Artificial Intelligence

Neural networks are often over-parameterized and hence benefit from aggressive regularization. Conventional regularization methods, such as Dropout or weight decay, do not leverage the structures of the network's inputs and hidden states. As a result, these conventional methods are less effective than methods that leverage the structures, such as SpatialDropout and DropBlock, which randomly drop the values at certain contiguous areas in the hidden states and setting them to zero. Although the locations of dropout areas random, the patterns of SpatialDropout and DropBlock are manually designed and fixed. Here we propose to learn the dropout patterns. In our method, a controller learns to generate a dropout pattern at every channel and layer of a target network, such as a ConvNet or a Transformer. The target network is then trained with the dropout pattern, and its resulting validation performance is used as a signal for the controller to learn from. We show that this method works well for both image recognition on CIFAR-10 and ImageNet, as well as language modeling on Penn Treebank and WikiText-2. The learned dropout patterns also transfers to different tasks and datasets, such as from language model on Penn Treebank to Engligh-French translation on WMT 2014. Our code will be available.


A Survey on Advancing the DBMS Query Optimizer: Cardinality Estimation, Cost Model, and Plan Enumeration

arXiv.org Artificial Intelligence

Query optimizer is at the heart of the database systems. Cost-based optimizer studied in this paper is adopted in almost all current database systems. A cost-based optimizer introduces a plan enumeration algorithm to find a (sub)plan, and then uses a cost model to obtain the cost of that plan, and selects the plan with the lowest cost. In the cost model, cardinality, the number of tuples through an operator, plays a crucial role. Due to the inaccuracy in cardinality estimation, errors in cost model, and the huge plan space, the optimizer cannot find the optimal execution plan for a complex query in a reasonable time. In this paper, we first deeply study the causes behind the limitations above. Next, we review the techniques used to improve the quality of the three key components in the cost-based optimizer, cardinality estimation, cost model, and plan enumeration. We also provide our insights on the future directions for each of the above aspects.


Equality Saturation for Tensor Graph Superoptimization

arXiv.org Artificial Intelligence

One of the major optimizations employed in deep learning frameworks is graph rewriting. Production frameworks rely on heuristics to decide if rewrite rules should be applied and in which order. Prior research has shown that one can discover more optimal tensor computation graphs if we search for a better sequence of substitutions instead of relying on heuristics. However, we observe that existing approaches for tensor graph superoptimization both in production and research frameworks apply substitutions in a sequential manner. Such sequential search methods are sensitive to the order in which the substitutions are applied and often only explore a small fragment of the exponential space of equivalent graphs. This paper presents a novel technique for tensor graph superoptimization that employs equality saturation to apply all possible substitutions at once. We show that our approach can find optimized graphs with up to 16% speedup over state-of-the-art, while spending on average 48x less time optimizing.


Learning to solve the single machine scheduling problem with release times and sum of completion times

arXiv.org Artificial Intelligence

In this paper, we focus on the solution of a hard single machine scheduling problem by new heuristic algorithms embedding techniques from machine learning field and scheduling theory. These heuristics transform an instance of the hard problem into an instance of a simpler one solved to optimality. The obtained schedule is then transposed to the original problem. Computational experiments show that they are competitive with state-of-the-art heuristics, notably on large instances.


Adversarial Combinatorial Bandits with General Non-linear Reward Functions

arXiv.org Machine Learning

In this paper we study the adversarial combinatorial bandit with a known non-linear reward function, extending existing work on adversarial linear combinatorial bandit. {The adversarial combinatorial bandit with general non-linear reward is an important open problem in bandit literature, and it is still unclear whether there is a significant gap from the case of linear reward, stochastic bandit, or semi-bandit feedback.} We show that, with $N$ arms and subsets of $K$ arms being chosen at each of $T$ time periods, the minimax optimal regret is $\widetilde\Theta_{d}(\sqrt{N^d T})$ if the reward function is a $d$-degree polynomial with $d< K$, and $\Theta_K(\sqrt{N^K T})$ if the reward function is not a low-degree polynomial. {Both bounds are significantly different from the bound $O(\sqrt{\mathrm{poly}(N,K)T})$ for the linear case, which suggests that there is a fundamental gap between the linear and non-linear reward structures.} Our result also finds applications to adversarial assortment optimization problem in online recommendation. We show that in the worst-case of adversarial assortment problem, the optimal algorithm must treat each individual $\binom{N}{K}$ assortment as independent.


Neural Architecture Search via Combinatorial Multi-Armed Bandit

arXiv.org Machine Learning

Neural Architecture Search (NAS) has gained significant popularity as an effective tool for designing high performance deep neural networks (DNNs). NAS can be performed via policy gradient, evolutionary algorithms, differentiable architecture search or tree-search methods. While significant progress has been made for both policy gradient and differentiable architecture search, tree-search methods have so far failed to achieve comparable accuracy or search efficiency. In this paper, we formulate NAS as a Combinatorial Multi-Armed Bandit (CMAB) problem (CMAB-NAS). This allows the decomposition of a large search space into smaller blocks where tree-search methods can be applied more effectively and efficiently. We further leverage a tree-based method called Nested Monte-Carlo Search to tackle the CMAB-NAS problem. On CIFAR-10, our approach discovers a cell structure that achieves a low error rate that is comparable to the state-of-the-art, using only 0.58 GPU days, which is 20 times faster than current tree-search methods. Moreover, the discovered structure transfers well to large-scale datasets such as ImageNet.


Combinatorial Pure Exploration with Full-bandit Feedback and Beyond: Solving Combinatorial Optimization under Uncertainty with Limited Observation

arXiv.org Machine Learning

Combinatorial optimization is one of the fundamental research fields that has been extensively studied in theoretical computer science and operations research. When developing an algorithm for combinatorial optimization, it is commonly assumed that parameters such as edge weights are exactly known as inputs. However, this assumption may not be fulfilled since input parameters are often uncertain or initially unknown in many applications such as recommender systems, crowdsourcing, communication networks, and online advertisement. To resolve such uncertainty, the problem of combinatorial pure exploration of multi-armed bandits (CPE) and its variants have recieved increasing attention. Earlier work on CPE has studied the semi-bandit feedback or assumed that the outcome from each individual edge is always accessible at all rounds. However, due to practical constraints such as a budget ceiling or privacy concern, such strong feedback is not always available in recent applications. In this article, we review recently proposed techniques for combinatorial pure exploration problems with limited feedback.


Directed Beam Search: Plug-and-Play Lexically Constrained Language Generation

arXiv.org Artificial Intelligence

Large pre-trained language models are capable of generating realistic text. However, controlling these models so that the generated text satisfies lexical constraints, i.e., contains specific words, is a challenging problem. Given that state-of-the-art language models are too large to be trained from scratch in a manageable time, it is desirable to control these models without re-training them. Methods capable of doing this are called plug-and-play. Recent plug-and-play methods have been successful in constraining small bidirectional language models as well as forward models in tasks with a restricted search space, e.g., machine translation. However, controlling large transformer-based models to meet lexical constraints without re-training them remains a challenge. In this work, we propose Directed Beam Search (DBS), a plug-and-play method for lexically constrained language generation. Our method can be applied to any language model, is easy to implement and can be used for general language generation. In our experiments we use DBS to control GPT-2. We demonstrate its performance on keyword-to-phrase generation and we obtain comparable results as a state-of-the-art non-plug-and-play model for lexically constrained story generation.